• Title/Summary/Keyword: 장르 이용

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A Study on the Relationship between Online Game Rating and Average Event Period Using One-way ANOVA (One-way ANOVA를 이용한 온라인 게임이용등급과 평균 이벤트 기간과의 관계에 대한 연구 (전체이용가, 12세 이용가, 청소년이용불가 게임을 중심으로))

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.457-458
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    • 2020
  • 신대영(2018, 2019)의 연구에서 RPG장르를 기준으로 T-test를 활용하여 두 게임간의 평균 이벤트 기간의 차이를 조사, 분석한 결과, 신대영(2018, 2019)의 두 연구 모두 두게임간의 평균 이벤트 기간은 차이가 없음을 알 수 있다. 이에 본 연구에서는 전체이용가, 12세이용가 그리고 청소년이용불가 게임을 선정하여 One-way ANOVA를 이용하여 세 게임간의 평균 차이를 연구하였다. 분산분석 결과, 유의수준 P값이 0.657(P>0.05)로 세 게임간의 이벤트 실시와 관련하여 평균의 차이가 없는 것으로 나타났다.

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A Study on the Relationship between Online Game Rating and Average Event Period Using T-Test (T검정을 이용한 온라인 게임이용등급과 평균 이벤트 기간과의 관계에 대한 연구 (전체이용가와 청소년이용불가 게임을 중심으로))

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.57-58
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    • 2019
  • RPG장르를 기준으로 15세 이용가 게임인 리니지2와 청소년 이용 불가 게임인 아이온을 선정하여 게임간의 평균 이벤트 기간의 차이를 조사, 분석한 결과, 두 게임간의 평균 이벤트 기간은 리니지2가 47일이고 아이온이 54일로 다소 차이는 있으나, 양측검정 결과를 보면 P값이 0.794(P>0.05)로 두 게임간의 평균 이벤트 기간은 차이가 없음을 알 수 있다. 이에 본 연구에서는 전체이용가와 청소년이용불가 게임을 선정하여 게임간의 평균 이벤트 기간의 차이를 연구하였다.

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A Study on the Relationship between Age Group of Youth Game and Average Event Period (청소년 게임이용 연령층과 평균 이벤트 기간과의 관계에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.59-60
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    • 2019
  • RPG장르를 기준으로 15세 이용가 게임인 리니지2와 청소년 이용 불가 게임인 아이온을 선정하여 게임간의 평균 이벤트 기간의 차이를 조사, 분석한 결과, 두 게임간의 평균 이벤트 기간은 리니지2가 47일이고 아이온이 54일로 다소 차이는 있으나, 양측검정 결과를 보면 P값이 0.794(P>0.05)로 두 게임간의 평균 이벤트 기간은 차이가 없음을 알 수 있다. 이에 본 연구에서는 청소년 이용 등급인 12세 이용가와 15세 이용가 게임을 선정하여 게임간의 평균 이벤트 기간의 차이를 연구하였다.

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American Drama Recommendation System using Collaborative Filtering and K-NN in R System (R 시스템에서 협업 필터링과 K-NN 을 이용한 미국 드라마 추천 시스템)

  • Joo, Wan-Su;Lee, Han-hyung;Ilkhomjon, Ilkhomjon;Park, Doo-Soon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.44-47
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    • 2019
  • 스마트 폰과 태블릿 PC를 이용하여 실시간 영상 재생 서비스(OTT: Over The Top)를 이용하는 사람들이 폭발적으로 증가하고 있다. 그에 따라 실시간 영상 재생 서비스를 즐길 수 있는 수많은 콘텐츠들이 증가하고 있다. 이에 따라 사용자는 자신의 취향에 맞는 드라마가 어떤 드라마인지 찾기가 어렵다. 따라서 본 논문에서는 사용자 스타일에 가장 적합한 미국 드라마 추천 시스템을 제안하기 위하여 선호 장르 2개, 연령대, 성별, 미국인 여부를 이용하여 유클리드 방법으로 유사도를 계산하고 협업 필터링 방법을 적용하여 드라마를 추천하는 시스템을 R을 이용하여 구현하였다.

Viewing Pattern of IPTV Subscribers (IPTV 수용자의 프로그램 시청 행태)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.95-103
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    • 2008
  • Hana TV and Mega TV have been growing rapidly with IP-VOD service. The number of subscribers of both of them were 1.4 million in April 2008. Additionally, the change of viewing patterns of IPTV subscribers was predicted. Therefore, the purpose of this paper is to see how the subscribers use IP-VOD service practically. For this research, the frequency, the time and the duration of connection by genre have been analyzed on the March of 2007 and 2008. According to the result, there was a significant change quantitatively: within a year, not only the number of subscribers has doubled, but also the frequency of monthly connection has been increased 15 times. In addition, the duration of viewing per person has quadrupled. Regarding to the contents, the subscribers still prefer to watch free TV programs. However, the viewers have their own way of consuming TV programs. It has been proved that IPTV is a complementary media of free TV with a strong possibility to change the viewing patterns in the near future.

Sentiment Prediction using Emotion and Context Information in Unstructured Documents (비정형 문서에서 감정과 상황 정보를 이용한 감성 예측)

  • Kim, Jin-Su
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.40-46
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    • 2020
  • With the development of the Internet, users share their experiences and opinions. Since related keywords are used witho0ut considering information such as the general emotion or genre of an unstructured document such as a movie review, the sensitivity accuracy according to the appropriate emotional situation is impaired. Therefore, we propose a system that predicts emotions based on information such as the genre to which the unstructured document created by users belongs or overall emotions. First, representative keyword related to emotion sets such as Joy, Anger, Fear, and Sadness are extracted from the unstructured document, and the normalized weights of the emotional feature words and information of the unstructured document are trained in a system that combines CNN and LSTM as a training set. Finally, by testing the refined words extracted through movie information, morpheme analyzer and n-gram, emoticons, and emojis, it was shown that the accuracy of emotion prediction using emotions and F-measure were improved. The proposed prediction system can predict sentiment appropriately according to the situation by avoiding the error of judging negative due to the use of sad words in sad movies and scary words in horror movies.

Design of 3D Action Game for PC Environment (PC 환경에서의 3인칭 액션게임 설계)

  • An, Sung-Ohk;Lee, HeeBum;Park, Dong-Won;Kim, SooKyun;Jung, Jinyoung
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.63-69
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    • 2014
  • Third Person Action Game is a genre receiving continuous interest from many game enthusiasts. The most distinctive feature about third person action games is that the user can actually see the character as well as the various actions, which in turn increases user engagement. Many games are developed using game engines. However, this study designs a third person action game using only DirectX library instead of the specialized techniques in game engines. By doing so, the game development costs will be minimalized. The study also uses several basic algorithms in order to process the various events and to make the animation effects more efficiently managed in the graphic device. The performance superiority is demonstrated by the results of the study.

An Analysis of Related Movie Information Using The Co-Word Method (동시출현단어분석을 이용한 연관영화정보 분석 연구)

  • Choi, Sanghee
    • Journal of the Korean Society for information Management
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    • v.31 no.4
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    • pp.161-178
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    • 2014
  • Recently, many information services allow users to collaborate to produce and use information. Sharing information is also important for users who have similar taste or interest. As various channels are available for users to share their experiences and knowledge, users' data have also been accumulated within the information services. This study collected movie lists made by users of IMDB service. Co-word analysis and ego-centered network analysis were adapted to discover relevant information for users who chose a specific movie. Three factors of movies including movie title, director and genre were used to present related movie information. Movie title is an effective feature to present related movies with various aspects such as theme or characters and the popularity of directors affects on identifying related directors. Genre is not useful to find related movies due to the complexity in the topic of a movie.

The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players (심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로)

  • Lee, Seung Je;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.6
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    • pp.341-352
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    • 2019
  • Recently, e-sports has been receiving social attention. Game leadership is a necessary skill to perform effective game tasks, and it is very important to e-sports game and improve teamwork. As a result, there is a need to identify psychosocial factor that promote game leadership. This study tried to examine how game motivation, game efficacy, and psychological factors(self-control, social intelligence, self-esteem) reported to have an important effect on leadership have relation with game leadership to MOBA genre users who were known to consider role of game leadership as important factor. We used data from 196 adolescents using MOBA games for surveys. As a result of analysis, internet game time, game efficacy, and social intelligence had a positive relationship with game leadership. And game motivation(social, exploration and escape) also had a positive effect on game leadership. But self-control, self-esteem and some game motivations(acquisition, achievement) was not significant.

Multimodal Media Content Classification using Keyword Weighting for Recommendation (추천을 위한 키워드 가중치를 이용한 멀티모달 미디어 콘텐츠 분류)

  • Kang, Ji-Soo;Baek, Ji-Won;Chung, Kyungyong
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.1-6
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    • 2019
  • As the mobile market expands, a variety of platforms are available to provide multimodal media content. Multimodal media content contains heterogeneous data, accordingly, user requires much time and effort to select preferred content. Therefore, in this paper we propose multimodal media content classification using keyword weighting for recommendation. The proposed method extracts keyword that best represent contents through keyword weighting in text data of multimodal media contents. Based on the extracted data, genre class with subclass are generated and classify appropriate multimodal media contents. In addition, the user's preference evaluation is performed for personalized recommendation, and multimodal content is recommended based on the result of the user's content preference analysis. The performance evaluation verifies that it is superiority of recommendation results through the accuracy and satisfaction. The recommendation accuracy is 74.62% and the satisfaction rate is 69.1%, because it is recommended considering the user's favorite the keyword as well as the genre.